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** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
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**
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>WebGL GLSL Conformance Tests</title>
<link rel="stylesheet" href="../../../resources/js-test-style.css"/>
<link rel="stylesheet" href="../../resources/glsl-feature-tests.css"/>
<script src="../../../resources/js-test-pre.js"></script>
<script src="../../resources/webgl-test-utils.js"></script>
<script src="../../resources/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script id="vertexShaderVoid" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump void;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderBool" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump bool;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderVec2" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump vec2;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderVec3" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump vec3;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderVec4" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump vec4;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderBvec2" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump bvec2;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderBvec3" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump bvec3;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderBvec4" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump bvec4;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderIvec2" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump ivec2;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderIvec3" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump ivec3;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderIvec4" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump ivec4;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderMat2" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump mat2;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderMat3" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump mat3;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script id="vertexShaderMat4" type="text/something-not-javascript">
// vertex shader with default precision for illegal type should fail
precision mediump mat4;
attribute vec4 vPosition;
void main()
{
    gl_Position = vPosition;
}
</script>
<script>
"use strict";
GLSLConformanceTester.runTests([
    { vShaderId: 'vertexShaderVoid',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for void should fail'
    },
    { vShaderId: 'vertexShaderBool',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for bool should fail'
    },
    { vShaderId: 'vertexShaderVec2',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for vec2 should fail'
    },
    { vShaderId: 'vertexShaderVec3',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for vec3 should fail'
    },
    { vShaderId: 'vertexShaderVec4',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for vec4 should fail'
    },
    { vShaderId: 'vertexShaderBvec2',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for bvec2 should fail'
    },
    { vShaderId: 'vertexShaderBvec3',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for bvec3 should fail'
    },
    { vShaderId: 'vertexShaderBvec4',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for bvec4 should fail'
    },
    { vShaderId: 'vertexShaderIvec2',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for ivec2 should fail'
    },
    { vShaderId: 'vertexShaderIvec3',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for ivec3 should fail'
    },
    { vShaderId: 'vertexShaderIvec4',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for ivec4 should fail'
    },
    { vShaderId: 'vertexShaderMat2',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for mat2 should fail'
    },
    { vShaderId: 'vertexShaderMat3',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for mat3 should fail'
    },
    { vShaderId: 'vertexShaderMat4',
      vShaderSuccess: false,
      fShaderId: undefined,
      fShaderSuccess: true,
      linkSuccess: false,
      passMsg: 'shader with default precision for mat4 should fail'
    }
]);
var successfullyParsed = true;
</script>
</body>
</html>
